Game Theoretic Validation of Air Combat Simulation Models Jirka Poropudas and Kai Virtanen Systems Analysis Laboratory Helsinki University of Technology [email protected], [email protected] S ystems Analysis Laboratory Helsinki University of Technology Air combat simulation • Air combat is analyzed to compare effectiveness of tactics and ways for conducting missions as well as system performance • Test flights are expensive and time consuming constructive simulation Air combat simulation model • Aircraft, weapon systems, radars, other apparatus • Pilot decision making and situation awareness • Uncertainties • Discrete event simulation models provide a controlled and reproducible environment that may be complex and convoluted with many levels of submodels Validation of the model? S ystems Analysis Laboratory Helsinki University of Technology Existing validation and optimization approaches • Simulation metamodels – Mappings from simulation input to output - Response surface methods, regression models, neural networks, etc. • Validation methods – Real data, expert knowledge, statistical methods, sensitivity analysis • Simulation-optimization methods – Ranking and selection, stochastic gradient approximation, metaheuristics, sample path optimization One-sided approaches Action of the adversary is not taken into account The game theoretic approach! S ystems Analysis Laboratory Helsinki University of Technology The game theoretic approach Definition of the scenario – – – 2) 4) Discrete tactical alternatives x and y Input: tactical alternatives Output: MOE estimates Estimation of games from the simulation data using statistical techniques Use of the games in validation S ystems Analysis Laboratory Helsinki University of Technology Discrete decision variables x and y MOE estimates Payoff RED, min RED Simulation of the scenario using the simulation model – – 3) Aircraft, weapons, sensory and other systems Initial geometry Objectives Measures of effectiveness (MOEs) Available tactics and systems = Tactical alternatives y1 y2 y3 x1 -0.077 0.855 0.885 x2 -0.811 0.013 0.023 x3 0.833 0.036 0.004 Analysis of variance BLUE, max – Game Simulation BLUE 1) y1 y2 y3 x1 II IV IV x2 I III III x3 I III III Regression analysis 0.7 0.5 0.6 0.4 0.5 0.3 0.4 0.2 0.3 0.1 0.2 0 0.1 15 15 0 10 Re d 15 10 5 y 5 0 ex Blu 15 10 Red 10 y 5 5 0 Blu ex Games in validation • Goal: Confirming that the simulation model performs as intended • Comparison of the scenario and properties of the game • Symmetry – Symmetric scenarios => symmetric games • Dependence between decision variables and payoffs – Dependence between tactical alternatives and MOEs • Best responses and Nash equilibria – Explanation and interpretation based on the scenario • Initiative – Making one’s decision before or after the adversary => Advantageous/disadvantageous? – Explanation and interpretation based on the scenario S ystems Analysis Laboratory Helsinki University of Technology Validation example: Aggression level • Two-on-two air combat scenario – Identical aircraft, air-to-air missiles, radars, data links, etc. – Symmetric initial geometry – Identical tactical alternatives - Aggression levels of pilots: Low, Medium, High – Objectives => MOEs - Blue kills, red kills, difference of kills • Simulation using X-Brawler – Many versus many air combat simulation – Discrete event simulation methodology – Aircraft, weapons and other hardware models – Elements describing pilot decision making and situation awareness S ystems Analysis Laboratory Helsinki University of Technology Validation results BLUE, max Payoff: Blue kills RED, min low medium high Expert knowledge: • Increasing aggressiveness Increasing causality rates low I 0.18 II 0.34 II 0.33 medium high III 1.20 III 1.21 IV 1.50 IV 1.50 IV 1.50 IV 1.50 • Dependence – Increasing aggressiveness => Increase of blue kills • MOE: blue kills • Best responses & Nash equilibria Low aggressiveness for red – Medium or high for blue, low for red High aggressiveness for blue – Medium and high leading to the same outcome => Possible shortcoming S ystems Analysis Laboratory Helsinki University of Technology Validation results • Increasing aggressiveness => Increasing causality rates • Symmetric scenario => Symmetric game BLUE, max Payoff: Blue kills – Red kills RED, min Expert knowledge: low medium low II -0.08 medium I -0.81 high I -0.83 IV 0.86 III 0.01 III 0.04 high IV 0.89 III 0.02 III 0.00 • Symmetry – MOE estimates approximately zero when the decisions coincide – E.g., low, high => best, worst AND high, low => worst, best • Dependence – Increasing aggressiveness => Increasing causality rates for both sides – Medium and high for blue leading to the same outcome => Possible shortcoming • Best responses & Nash equilibrium – Low for blue, low for red S ystems Analysis Laboratory Helsinki University of Technology Conclusions • Novel way to analyze air combat – Combination of discrete event simulation and game theory – Extension of one-sided validation and optimization approaches • Validation – Properties of games Air combat practices – Simulation data in an informative form – Comparison of tactical alternatives using games – Systematic means for analyzing air combat - Single simulation batch • Other application areas involving game settings S ystems Analysis Laboratory Helsinki University of Technology
© Copyright 2024 Paperzz